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<blockquote data-quote="Mark" data-source="post: 1325635" data-attributes="member: 5"><p><img src="http://www.creativemountaingames.com/images/enworld/guild_secret_door.jpg" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><p></p><p>Encounter 4 - <span style="font-size: 15px"><strong>Petra's Prison</strong></span></p><p></p><p>Many years ago, the thieves’ guild was run by a powerfully evil medusa named Petra. Displeasing her was unwise and she often rewarded the failures of her minions with death or petrification. She was not very popular among the guild members and when they had the chance to overthrow her, they did so, imprisoning her without her weapons behind the portcullis north of the guild entrance. In this way they can still utilize her abilities to help guard their secret entrance.</p><p></p><p>A.) A very recent victim of Petra's gaze still stands here. This dwarf adventurer (Pebbles Slagsifter N Female Fighter 2) and one other "friend" came down to seek their fortune. After the dwarf was turned to stone his friend fled, leaving the stone-loving dwarf to an ironic fate.</p><p></p><p>B.) An extinguished torch (about five feet above the floor) is sconced on the wall and acts as the mechanism to open the secret door (Search DC 30 to locate). If someone pulls the lever while standing on the five foot section (a pressure plate marked by the "B"; Spot DC 25 before it shifts, Spot DC 15 as it shifts, Disable Device DC 15), rather than opening the door it instead triggers the opening of a secret panel located in the opposite wall fifteen feet further down the hallway (location "E").</p><p></p><p>C.) A heavy portcullis (two inch iron bars, hardness 10, hp 60, Break/Bend DC 28/24) is locked down (Inset lock near floor, Open Locks DC 25) in place, with another twenty feet further down the passage (up off of the map). This makes up the boundaries of Petra's Prison.</p><p></p><p>D.) Half a dozen of her stone victims share Petra's prison. Some have been "given" to her by the guild (members no longer in good standing). Others are victims she managed to coax down to the bars of her prison (or caught when they ventured too close on their own). Once in reach they were reduced in strength by use of her poison and dragged through the bars to be consumed later. Some were unwittingly be turned to stone prior to be devoured. She can easily use these stone statues to gain full cover or concealment and avoid ranged attacks from outside the bars.</p><p></p><p>E.) An Everlasting torch resides in a secret niche in the wall behind a sliding panel located here (Search DC 25 to locate). The arc on the map is meant to show the near range of the Everlasting torch's light radius. Those who might not have been able to see Petra in the darkness, will definitely be able to catch her gaze once the Everlasting torch is uncovered and she comes out of hiding. She usually remains hidden among the statues until the torch is revealed so as too gain full advantage of her gaze attack on unsuspecting adventuring parties.</p><p></p><p><strong>Medusa:</strong> CR 7; Medium Monstrous Humanoid; HD 6d8+6; hp 33; Init +2; Spd 30 ft. (6 sqs.); AC 15 (+2 Dex, +3 natural), touch 12, flat-footed 13; Base Attack/Grapple +6/+6; Attack Shortbow +8 ranged (1d6/x3) or dagger +8 melee (1d4/19–20) or snakes +8 melee (1d4 plus poison); Full Attack Shortbow +8/+3 ranged (1d6/x3); or dagger +8/+3 melee (1d4/19–20) and snakes +3 melee (1d4 plus poison); Space/Reach 5 ft./5 ft.; SA Petrifying gaze, Poison; SQ Darkvision 60 ft.; AL (Usually) LE; SV Fort +3, Ref +7, Will +6; Str 10, Dex 15, Con 12, Int 12, Wis 13, Cha 15.</p><p> <strong><em>Languages:</em></strong> Common.</p><p> <strong><em>Skills and Feats:</em></strong> Bluff +9, Diplomacy +4, Disguise +9 (+11 acting), Intimidate +4, Move Silently +8, Spot +8; Point Blank Shot, Precise Shot, Weapon Finesse.</p><p> <strong><em>Petrifying Gaze (Su):</em></strong> Turn to stone permanently, 30 feet, Fortitude DC 15 negates. The save DC is Charisma-based.</p><p> <strong><em>Poison (Ex):</em></strong> Injury, Fortitude DC 14, initial damage 1d6 Str, secondary damage 2d6 Str. The save DC is Constitution-based.</p><p> <strong><em>Equipment:</em></strong> None.</p><p></p><p><strong>Treasure</strong> - Potentially, the Everlasting torch (110gp) hidden in the niche a location "E" can be removed. Additionally, the dwarf dropped her masterwork weapon (DM's choice) into the murky water just before being turned to stone. It still lies there, uncollected by her companion who saved against the gaze and fled after seeing the fate of her partner. If the party possesses some means of releasing the dwarf from her petrified/stone state of being, he will offer a 300gp gem she has in his belt pouch as reward, and another two gems (200gp each) if the party will meet her later at a local tavern where she has a room. If the party merely carries her out as a statue (immediately or after they have had their fill of exploring the sewers), she will still offer the larger gem but retain the others if they did not recover her weapon (as she needs to replace it to be effective in his profession). Under no circumstances will she agree to continue with the party. Charming her is possible, but she is still in such shock and fear from her experience that the save DC against charming effects should be treated as nearly impossible to miss.</p><p></p><p><strong>Notes:</strong> The water is very filthy. If a PC spends more than 3 non-consecutive rounds in it, he is subjected to Filth Fever disease, Fortitude DC 11, incubation period 1d3 days, damage 1d3 Dex and 1d3 Con. The save DC is Constitution-based. <em>(If the note at the beginning is sufficient for the whole complex, this can be removed)</em></p><p></p><p>(Regarding EL, I'd go with "5", I think. The lack of weapons and imprisonment reduces it somewhat, but the gaze is still so potentially show-stopping I wouldn't drop it below that.)</p></blockquote><p></p>
[QUOTE="Mark, post: 1325635, member: 5"] [img]http://www.creativemountaingames.com/images/enworld/guild_secret_door.jpg[/img] Encounter 4 - [size=4][b]Petra's Prison[/b][/size] Many years ago, the thieves’ guild was run by a powerfully evil medusa named Petra. Displeasing her was unwise and she often rewarded the failures of her minions with death or petrification. She was not very popular among the guild members and when they had the chance to overthrow her, they did so, imprisoning her without her weapons behind the portcullis north of the guild entrance. In this way they can still utilize her abilities to help guard their secret entrance. A.) A very recent victim of Petra's gaze still stands here. This dwarf adventurer (Pebbles Slagsifter N Female Fighter 2) and one other "friend" came down to seek their fortune. After the dwarf was turned to stone his friend fled, leaving the stone-loving dwarf to an ironic fate. B.) An extinguished torch (about five feet above the floor) is sconced on the wall and acts as the mechanism to open the secret door (Search DC 30 to locate). If someone pulls the lever while standing on the five foot section (a pressure plate marked by the "B"; Spot DC 25 before it shifts, Spot DC 15 as it shifts, Disable Device DC 15), rather than opening the door it instead triggers the opening of a secret panel located in the opposite wall fifteen feet further down the hallway (location "E"). C.) A heavy portcullis (two inch iron bars, hardness 10, hp 60, Break/Bend DC 28/24) is locked down (Inset lock near floor, Open Locks DC 25) in place, with another twenty feet further down the passage (up off of the map). This makes up the boundaries of Petra's Prison. D.) Half a dozen of her stone victims share Petra's prison. Some have been "given" to her by the guild (members no longer in good standing). Others are victims she managed to coax down to the bars of her prison (or caught when they ventured too close on their own). Once in reach they were reduced in strength by use of her poison and dragged through the bars to be consumed later. Some were unwittingly be turned to stone prior to be devoured. She can easily use these stone statues to gain full cover or concealment and avoid ranged attacks from outside the bars. E.) An Everlasting torch resides in a secret niche in the wall behind a sliding panel located here (Search DC 25 to locate). The arc on the map is meant to show the near range of the Everlasting torch's light radius. Those who might not have been able to see Petra in the darkness, will definitely be able to catch her gaze once the Everlasting torch is uncovered and she comes out of hiding. She usually remains hidden among the statues until the torch is revealed so as too gain full advantage of her gaze attack on unsuspecting adventuring parties. [b]Medusa:[/b] CR 7; Medium Monstrous Humanoid; HD 6d8+6; hp 33; Init +2; Spd 30 ft. (6 sqs.); AC 15 (+2 Dex, +3 natural), touch 12, flat-footed 13; Base Attack/Grapple +6/+6; Attack Shortbow +8 ranged (1d6/x3) or dagger +8 melee (1d4/19–20) or snakes +8 melee (1d4 plus poison); Full Attack Shortbow +8/+3 ranged (1d6/x3); or dagger +8/+3 melee (1d4/19–20) and snakes +3 melee (1d4 plus poison); Space/Reach 5 ft./5 ft.; SA Petrifying gaze, Poison; SQ Darkvision 60 ft.; AL (Usually) LE; SV Fort +3, Ref +7, Will +6; Str 10, Dex 15, Con 12, Int 12, Wis 13, Cha 15. [b][i]Languages:[/i][/b] Common. [b][i]Skills and Feats:[/i][/b] Bluff +9, Diplomacy +4, Disguise +9 (+11 acting), Intimidate +4, Move Silently +8, Spot +8; Point Blank Shot, Precise Shot, Weapon Finesse. [b][i]Petrifying Gaze (Su):[/i][/b] Turn to stone permanently, 30 feet, Fortitude DC 15 negates. The save DC is Charisma-based. [b][i]Poison (Ex):[/i][/b] Injury, Fortitude DC 14, initial damage 1d6 Str, secondary damage 2d6 Str. The save DC is Constitution-based. [b][i]Equipment:[/i][/b] None. [b]Treasure[/b] - Potentially, the Everlasting torch (110gp) hidden in the niche a location "E" can be removed. Additionally, the dwarf dropped her masterwork weapon (DM's choice) into the murky water just before being turned to stone. It still lies there, uncollected by her companion who saved against the gaze and fled after seeing the fate of her partner. If the party possesses some means of releasing the dwarf from her petrified/stone state of being, he will offer a 300gp gem she has in his belt pouch as reward, and another two gems (200gp each) if the party will meet her later at a local tavern where she has a room. If the party merely carries her out as a statue (immediately or after they have had their fill of exploring the sewers), she will still offer the larger gem but retain the others if they did not recover her weapon (as she needs to replace it to be effective in his profession). Under no circumstances will she agree to continue with the party. Charming her is possible, but she is still in such shock and fear from her experience that the save DC against charming effects should be treated as nearly impossible to miss. [b]Notes:[/b] The water is very filthy. If a PC spends more than 3 non-consecutive rounds in it, he is subjected to Filth Fever disease, Fortitude DC 11, incubation period 1d3 days, damage 1d3 Dex and 1d3 Con. The save DC is Constitution-based. [i](If the note at the beginning is sufficient for the whole complex, this can be removed)[/i] (Regarding EL, I'd go with "5", I think. The lack of weapons and imprisonment reduces it somewhat, but the gaze is still so potentially show-stopping I wouldn't drop it below that.) [/QUOTE]
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